WITH_EDITOR

(bool) bBuildEditor

Whether to compile the editor or not. Only desktop platforms (Windows or Mac) will use this, other platforms force this to false.

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// Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs// bBuildEditor has now been set appropriately for all platforms, so this is here to make sure the #define if (Rules.bBuildEditor){ GlobalCompileEnvironment.Definitions.Add("WITH_EDITOR=1");}elseif (!GlobalCompileEnvironment.Definitions.Contains("WITH_EDITOR=0")){ GlobalCompileEnvironment.Definitions.Add("WITH_EDITOR=0");}

WITH_EDITORONLY_DATA

(bool) bBuildWithEditorOnlyData

Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.

UBT_COMPILED_TARGET

WITH_PHYSX

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- (bool) bCompilePhysX>Whether to include PhysX support.// Programs/UnrealBuildTool/Configuration/ModuleRules.cs// SetupModulePhysXAPEXSupport(ReadOnlyTargetRules Target)// definitions used outside of PhysX/APEX need to be set here, not in PhysX.Build.cs or APEX.Build.cs, // since we need to make sure we always set it, even to 0 (because these are Private dependencies, the// defines inside their Build.cs files won't leak out)if (Target.bCompilePhysX == true){ PrivateDependencyModuleNames.Add("PhysX"); PublicDefinitions.Add("WITH_PHYSX=1");}else{ PublicDefinitions.Add("WITH_PHYSX=0");}